Quest Development
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I found a few posts asking about this but none of them went anywhere or solved the issue. Your left tracked hand has a menu function that loads up on a small circle. Is there any way to actually use that in app? Is there a callback or a button press to detect for the input? I would like to open a menu using that interface but I cannot find an example anywhere of someone being able to use it properly. I have gesture detection working for pinching and other things but I would like to hook up to the Meta interface for having a delayed input on opening the menu.Any help would be much appreciated.I am in Unity 2020 using OVR v1.70 SDK38
Allow me to explain,.. I have an urgent need for an Oculus Quest 2. I have created (over the course of 4 years!) a near AAA game as a Solo dev. I started working on a CV1 (I was sent a full CV1 kit in 2017 from Oculus) and it finally broke (the cable finally went bad), and rather than show my work before it is done to Oculus or anyone, (to get my CV1 replaced or a rift S) I just went ahead and bought a Rift S. Used. No returns... (I am disabled, in recovery, and in lockdown,. working feverishly though! ;l) THEN I heard that the 'PC VR to Mobile device' linkage cable was more than mere 'Royal Court Rumour! and turning out to be pretty usable. (How I long to be mobile,. but need one conneted to Unreal engine and the PC at all times,.) I COULD KICK MYSELF!I really want to try to make my game Quest 2 compatible, I listen to all the John Carmack talks and writen down everything he says about Quest 2 requirements and tips fornVR bandwidth etc.
We started getting this today, uploads are repeatedly failing at the same point when it tries to fetch a previous build of an OBB: It says "Error" and stops the upload, but the ovr_platform_utility is not returning an errorlevel, so our build system does not know it failed. Any idea what causes this? Is there some other way we should detect errors from the ovr_platform_utility? fetching previous build (2 / 4)ERROR: Sorry, we encountered a problem while processing the file you uploaded. Please try again later.
Floor setting raising as I stand back up from setting it, won't let me hit the ball on walkabout mini golf, club see-through
I know that you can designate a release channel with ovr_platform_util when you upload a Quest build. But can you use that utility or any other to move or copy a previously-uploaded build to another channel? Say to move from Alpha to Beta? How could I do that from a script or the command line?
So my job has insisted I learn game dev/vr dev for better or for worse and I'm having a pretty bad time of it, I do not get along well with this at all and the squeeze is on for "progress". I've been trying to add colliders to hands (using controllers) so I can just make a demo where in objects get interacted with. The hands always just pass through things; or when I add a collider to them they start really small and grow back to the normal size when I press the trigger. At that point it works fine collisions work exactly as you'd hope, grabbing, etc, until I release the button and they snap back down to miniature size. I'm on 2020.3.4f1 and using oculus integration. Anyone have any idea what's going on here?
Hello,I plan to develop a game that uses hand tracking + gaze as the only controls.The docs say that we cannot publish to the Oculus Store unless we support controllers in addition to hand tracking. But does the App Lab have the same requirement? Or can we publish there without controller support? Thank you
Quest 2 - Quest 2 online pool browse and online using BPs Ue4.26 doesn't work. I create session (host) open map listen and on the other headset can see the server and it says there is one player in that server.When I join the server it says its successful. However nothing happens, and the server browser now says the server has two players; but I never moved either way???? I never see the other player.https://issues.unrealengine.com/issue/UE-82549I even applied these fixes to the source and still doesn't work?I purchased a second Quest 2 to setup multiplayer only to find it doesn't even work I am using the Oculus source with everything setup correctly game passes all validations.I really need help with this I have done everything I can.Thank you.
Hi,We have now been rejected twice for the App Lab submission because out app doesn't support hand tracking. First time we got rejected because the tester turned on hand tracking but app didn't show hand mesh. We have applied a simple fix so app will show user's virtual hands when hand tracking is turned on (but not able to do anything because our app is really designed to function with Touch controllers only). Resubmitted and got rejected again citing "VRC.Quest.Functional.3" (details see below). What does it mean? What we don't understand is why hand tracking, being a so new feature just came out of beta, is forced on submitted apps when those apps aren't even designed to work with hands. The App Lab submission automatically fails if uploading an APK without the hand tracking permission in the manifest. So for our submission we had to add the hand tracking manifest and set it to "false". Can we simply do the following? If user enables hand tracking and launch our app, there
Recently I've been trying to get into making content and unfortunately the oculus quest to record at a 1.1 I'd figure I could just go on YouTube and find a simple solution there but fortunately every possible solution always made my game play lag but the recording came out good I want something that's as even as it could possibly be considering that in Saints and Sinners it was literally difficult to even kill a Zombie What are some good settings that won't miss my oculus question too gameplay but also would make my recordings look good please please help
Good evening everyone,I'm trying to develop an application who's only purpose will be to display video coming in over a web socket on each lens. I essentially need direct display access to the individual displays. Is this possible?
Hi all,I'm looking to store video files locally on the Quest and access them from the apk through their file path.To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need.I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition.Any help would be greatly appreciated!EDIT: Solved
Our application uses a hybrid approach. When user is standing still, he sees a 3d model with 360 panorama projected to that model, essentially we use 360 image as a texture. This creates the illusion of volume and provides an immersive experience. We do not render these 360 images in real time, they are static, captured from a certain point. Thus we have a limitation, these 360 images have fixed height, so applying changes in user's head position to the tour cannot be achieved conventionally. In that way we are similar to the 360 videos. When user initiates the movement and during the movement animation, however, user position is being tracked and the illusion of movement through the VR world is achieved, as required by VRC.Quest.Functional.5.But the apps in Applab only require 6DOF. I wrote a description of the problem in "Notes for Reviewer", but received only a negative response. How else can I pass this test?
I tried to upload an alpha to app lab in the Oculus developer hub.i use unity with open XR.but when I try to upload it, these errors appear: This APK includes libUnityOpenXR.so, but not libOVRPlugin.so. The Unity native OpenXR plugin is not yet fully production ready. If you are experiencing performance or compatibility issues, please enable the Oculus XR plugin (and disable the OpenXR plugin) in your project.Preparing for upload...Uploading APK...Uploading...Waiting for processing to begin...reconstructing uploaded file (1 / 3)validating package contents (2 / 3)ERROR: We found issues with the APK during validation. Please check that the APK meets the `Application Manifest Requirements` and then resubmit your app.* APK-installatielocatie moet 'auto' zijn (android:installLocation in AndroidManifest.xml). Bekijk documentatie op: https://developer.oculus.com/distribute/publish-mobile-manifest/ Build Upload Error - an error has occurred and when i tried to switch to OculusXR
Hi everyone, I'm working on a standalone native C++ Quest app that uses Android's built-in webview and other UI elements, for which I use the Oculus Overlay keyboard extension:https://developer.oculus.com/documentation/native/android/mobile-keyboard-overlay/I was wondering, is there a way to control where the keyboard is placed? I can't find any docs or anything about it, and 99% of the forum questions on this website assume you're using Unity instead of writing your own app / renderer (which is fair, but not helpful as Unity is closed-source so all the important implementation details are hidden from us).Anyone have any tips? The keyboard often floats around in front of our UI and can't be placed where we want it to, in world. I'd like to have something akin to how the Oculus Browser works, with the keyboard fixed below the webview panel.
I'm testing WebXR contents on Quest 2.We sometimes type JavaScript in the address bar for debugging purposes, but it doesn't seem to work in latest Oculus(Meta Quest) Browser 22.2.0.3.39.382455783.Reproduce:View websites in the Oculus BrowserType "javascript:alert('ok')" in the address barThis is expected to display an alert dialog, but nothing happens...This worked correctly in the earlier versions. (maybe it was working until last week) Does anyone know if this is an intentional limitation or a bug? Meta may want to disallow JavaScript, since it was also blocked from entering script bookmarks a long time ago.
Hi.I'm going to create a controller in a virtual space with the data I received from Raspberrypi.Is there a way to connect Meta Quest 2 and Raspberrypi by Bluetooth and send custom data to Quest 2?I have Raspberrypi 4, 8GB Model B.The program to be played in Quest 2 will be produced with the Unity 3D engine.The data to be sent from Raspberrypi comes from Arduino connected to Raspberrypi.Has anyone tried this before?I'll wait for a hopeful answer!
I am working on Interaction SDK in Unity. I am using Synthetic Hands with HandRayInteractor to use ray interaction to interact with UI. Using the right hand, I am able to interact with the UI as expected (using ray interaction). But the ray in the left hand is not working as expected. I am not able to select and scroll UI elements using ray interaction. Both (Left and Right) ray interactions are setup in the same way. Please help me understand if I am doing any mistake here.
Hey there, We are trying to set up a headset for one of our clients, but have found that this particular headset refuses to display any of our organization's apps, while our other headsets do so flawlessly.The account involved has full access to our apps, and is able to see them correctly in the My Apps section of the Oculus For Developers webpage, but somehow has no access to them from the headset itself.We have tried using different accounts, several restarts and factory resets, making sure all accounts were verified and all soft-/firmware is up-to-date - and still nothing. It has become quite the headache and any help would be greatly appreciated.
Hi, I´m a developer trying to create a training app but i need to use one of the controllers, not as a hand but as an object quite separated from the sensors in the helmet. I´ve tried to set a wide boundary room but only managed to separate the control about a 60 inches form the sensors, then it freezes so it seems not to be working. Is there any way to increase that distance without the sensors stop working or there is a limit? thanks a lot Alex
Background: I am attempting to create a rubiks cube that is interacteable with the quest's hand tracking The issue i am having right now is that the OneGrabRotateTransformer that constrains an to only a rotation in one axis does not seem to work when the object is a child to an other object that is being moved. The setup i have right now is: A cube with a grabbable and handinteractor. Another cube is connected to this cube as a child, with a grabbable, handinteractor, and a OneGrabRotateTransformer that is plugged in to the grabbables "one grab transformer" input. Grabbing the child cube and rotating it works exacly as expected if the parent cube is not being held. But if i try to rotate the child cube while holding the parent cube with my other hand, the rotation axis goes absolutely bananas, and will rotate in all sorts of random directions.Has anyone implemented this type of interaction before, or have any input on what might be going wrong? There is frustrating
Hello, for a small personal project, I'm trying to use a MySQLConnector for database read/write operations from my Quest 2 headset. However, there appears to be some type of conflict between the Oculus Integration Package and the external dll's required for the database connection to work. In Play Mode, everything is fine and works perfectly, but when launching a build, the enitre program crashes before it even has a chance to start (not even getting past the Unity logo).Removing my VR Rig or the required external dll's solves the issue, but of course, I would like both.Could this be some type of a manifest or API number issue? I don't particularly have any ideas left so I'd love to hear your thoughts.
So I bought the Online 3d maps sdk . I can drag the map and scroll using the mouse on the P.C. I just need to convert this to using the touch controllers. Just like in the App Wander. It for a project I'm putting together for my class. I'm not a programmer so have no clue how to do this. https://youtu.be/d3D0LrXEJs4 Start at 1:50 If anyone can help me with this I can pay for your time. PM me if interested. Thanks .
I have posted twice asking for information regarding haptic feedback implementation and zero replies. Does anyone know a contact address Meta will help developers please?
Hello,I'm creating a quest 2 adventure game where all heroes, equipment and material are NFTs in the Polygon Blockchain.We do not plan to sell any object inside the game, we only wish the player to connect his wallet to the Blockchain and then retrieve all assets.Is this possible or it goes agains terms&conditions? Thanks!
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